Each channel within the texture will be bound to a corresponding vex shader parameter, if it exists.
This is much more efficient than having a large volume in the scene, since the image3D file can be streamed on demand.
If you don’t specify the bounding box for the procedural, the bounding box of the texture map will be used.
Parameters ¶
Main ¶
I3D File
Specifies the file to render.
IFD Bounds ¶
Bounding Box
The bounding box controls let you specify a bounding box for the referenced geometry. Only when this bounding box is “on screen” will mantra load the referenced geometry. You can set Bounding box to No bounding box required, in which case mantra will always load the references geometry regardless. You can also specify the bounding box by referencing the SOP’s bounding box in the SOP Bounds parameter.
SOP Bounds
The geometry whose bounding box you want to reference.
Min Bounds
The minimum bounding box dimensions, when setting explicit bounds.
Max Bounds
The maximum bounding box dimensions, when setting explicit bounds.